Revision: 40963
          
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=40963
Author:   blendix
Date:     2011-10-12 16:01:37 +0000 (Wed, 12 Oct 2011)
Log Message:
-----------
Cycles: image texture node now uses UV as default texture coordinate,
instead of generated.

Modified Paths:
--------------
    branches/cycles/intern/cycles/render/graph.cpp
    branches/cycles/intern/cycles/render/graph.h
    branches/cycles/intern/cycles/render/nodes.cpp

Modified: branches/cycles/intern/cycles/render/graph.cpp
===================================================================
--- branches/cycles/intern/cycles/render/graph.cpp      2011-10-12 15:54:53 UTC 
(rev 40962)
+++ branches/cycles/intern/cycles/render/graph.cpp      2011-10-12 16:01:37 UTC 
(rev 40963)
@@ -117,9 +117,14 @@
 
 void ShaderNode::attributes(AttributeRequestSet *attributes)
 {
-       foreach(ShaderInput *input, inputs)
-               if(!input->link && input->default_value == 
ShaderInput::TEXTURE_COORDINATE)
-                       attributes->add(Attribute::STD_GENERATED);
+       foreach(ShaderInput *input, inputs) {
+               if(!input->link) {
+                       if(input->default_value == 
ShaderInput::TEXTURE_GENERATED)
+                               attributes->add(Attribute::STD_GENERATED);
+                       else if(input->default_value == ShaderInput::TEXTURE_UV)
+                               attributes->add(Attribute::STD_UV);
+               }
+       }
 }
 
 /* Graph */
@@ -347,12 +352,18 @@
        foreach(ShaderNode *node, nodes) {
                foreach(ShaderInput *input, node->inputs) {
                        if(!input->link && !(input->osl_only && !do_osl)) {
-                               if(input->default_value == 
ShaderInput::TEXTURE_COORDINATE) {
+                               if(input->default_value == 
ShaderInput::TEXTURE_GENERATED) {
                                        if(!texco)
                                                texco = new 
TextureCoordinateNode();
 
                                        connect(texco->output("Generated"), 
input);
                                }
+                               else if(input->default_value == 
ShaderInput::TEXTURE_UV) {
+                                       if(!texco)
+                                               texco = new 
TextureCoordinateNode();
+
+                                       connect(texco->output("UV"), input);
+                               }
                                else if(input->default_value == 
ShaderInput::INCOMING) {
                                        if(!geom)
                                                geom = new GeometryNode();

Modified: branches/cycles/intern/cycles/render/graph.h
===================================================================
--- branches/cycles/intern/cycles/render/graph.h        2011-10-12 15:54:53 UTC 
(rev 40962)
+++ branches/cycles/intern/cycles/render/graph.h        2011-10-12 16:01:37 UTC 
(rev 40963)
@@ -96,7 +96,8 @@
 class ShaderInput {
 public:
        enum DefaultValue {
-               TEXTURE_COORDINATE,
+               TEXTURE_GENERATED,
+               TEXTURE_UV,
                INCOMING,
                NORMAL,
                POSITION,

Modified: branches/cycles/intern/cycles/render/nodes.cpp
===================================================================
--- branches/cycles/intern/cycles/render/nodes.cpp      2011-10-12 15:54:53 UTC 
(rev 40962)
+++ branches/cycles/intern/cycles/render/nodes.cpp      2011-10-12 16:01:37 UTC 
(rev 40963)
@@ -47,7 +47,7 @@
        filename = "";
        color_space = ustring("sRGB");
 
-       add_input("Vector", SHADER_SOCKET_POINT, 
ShaderInput::TEXTURE_COORDINATE);
+       add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_UV);
        add_output("Color", SHADER_SOCKET_COLOR);
        add_output("Alpha", SHADER_SOCKET_FLOAT);
 }
@@ -285,7 +285,7 @@
 NoiseTextureNode::NoiseTextureNode()
 : ShaderNode("noise_texture")
 {
-       add_input("Vector", SHADER_SOCKET_POINT, 
ShaderInput::TEXTURE_COORDINATE);
+       add_input("Vector", SHADER_SOCKET_POINT, 
ShaderInput::TEXTURE_GENERATED);
        add_output("Color", SHADER_SOCKET_COLOR);
        add_output("Fac", SHADER_SOCKET_FLOAT);
 }
@@ -350,7 +350,7 @@
        progression = ustring("Linear");
        axis = ustring("Horizontal");
 
-       add_input("Vector", SHADER_SOCKET_POINT, 
ShaderInput::TEXTURE_COORDINATE);
+       add_input("Vector", SHADER_SOCKET_POINT, 
ShaderInput::TEXTURE_GENERATED);
        add_output("Fac", SHADER_SOCKET_FLOAT);
 }
 
@@ -402,7 +402,7 @@
        depth = 2;
 
        add_input("Size", SHADER_SOCKET_FLOAT, 0.25f);
-       add_input("Vector", SHADER_SOCKET_POINT, 
ShaderInput::TEXTURE_COORDINATE);
+       add_input("Vector", SHADER_SOCKET_POINT, 
ShaderInput::TEXTURE_GENERATED);
 
        add_output("Color", SHADER_SOCKET_COLOR);
        add_output("Fac", SHADER_SOCKET_FLOAT);
@@ -479,7 +479,7 @@
        add_input("Weight3", SHADER_SOCKET_FLOAT, 0.0f);
        add_input("Weight4", SHADER_SOCKET_FLOAT, 0.0f);
        add_input("Exponent", SHADER_SOCKET_FLOAT, 2.5f);
-       add_input("Vector", SHADER_SOCKET_POINT, 
ShaderInput::TEXTURE_COORDINATE);
+       add_input("Vector", SHADER_SOCKET_POINT, 
ShaderInput::TEXTURE_GENERATED);
 
        add_output("Color", SHADER_SOCKET_COLOR);
        add_output("Fac", SHADER_SOCKET_FLOAT);
@@ -557,7 +557,7 @@
        add_input("Offset", SHADER_SOCKET_FLOAT, 0.0f);
        add_input("Gain", SHADER_SOCKET_FLOAT, 1.0f);
        add_input("Size", SHADER_SOCKET_FLOAT, 0.25f);
-       add_input("Vector", SHADER_SOCKET_POINT, 
ShaderInput::TEXTURE_COORDINATE);
+       add_input("Vector", SHADER_SOCKET_POINT, 
ShaderInput::TEXTURE_GENERATED);
 
        add_output("Fac", SHADER_SOCKET_FLOAT);
 }
@@ -641,7 +641,7 @@
 
        add_input("Size", SHADER_SOCKET_FLOAT, 0.25f);
        add_input("Turbulence", SHADER_SOCKET_FLOAT, 5.0f);
-       add_input("Vector", SHADER_SOCKET_POINT, 
ShaderInput::TEXTURE_COORDINATE);
+       add_input("Vector", SHADER_SOCKET_POINT, 
ShaderInput::TEXTURE_GENERATED);
 
        add_output("Fac", SHADER_SOCKET_FLOAT);
 }
@@ -684,7 +684,7 @@
        depth = 2;
 
        add_input("Turbulence", SHADER_SOCKET_FLOAT, 5.0f);
-       add_input("Vector", SHADER_SOCKET_POINT, 
ShaderInput::TEXTURE_COORDINATE);
+       add_input("Vector", SHADER_SOCKET_POINT, 
ShaderInput::TEXTURE_GENERATED);
        add_output("Color", SHADER_SOCKET_COLOR);
 }
 
@@ -734,7 +734,7 @@
 
        add_input("Size", SHADER_SOCKET_FLOAT, 1.0f);
        add_input("Turbulence", SHADER_SOCKET_FLOAT, 1.0f);
-       add_input("Vector", SHADER_SOCKET_POINT, 
ShaderInput::TEXTURE_COORDINATE);
+       add_input("Vector", SHADER_SOCKET_POINT, 
ShaderInput::TEXTURE_GENERATED);
 
        add_output("Fac", SHADER_SOCKET_FLOAT);
 }
@@ -780,7 +780,7 @@
 
        add_input("Size", SHADER_SOCKET_FLOAT, 0.25f);
        add_input("Distortion", SHADER_SOCKET_FLOAT, 1.0f);
-       add_input("Vector", SHADER_SOCKET_POINT, 
ShaderInput::TEXTURE_COORDINATE);
+       add_input("Vector", SHADER_SOCKET_POINT, 
ShaderInput::TEXTURE_GENERATED);
 
        add_output("Fac", SHADER_SOCKET_FLOAT);
 }
@@ -840,7 +840,7 @@
 
        add_input("Size", SHADER_SOCKET_FLOAT, 0.25f);
        add_input("Turbulence", SHADER_SOCKET_FLOAT, 5.0f);
-       add_input("Vector", SHADER_SOCKET_POINT, 
ShaderInput::TEXTURE_COORDINATE);
+       add_input("Vector", SHADER_SOCKET_POINT, 
ShaderInput::TEXTURE_GENERATED);
 
        add_output("Fac", SHADER_SOCKET_FLOAT);
 }

_______________________________________________
Bf-blender-cvs mailing list
[email protected]
http://lists.blender.org/mailman/listinfo/bf-blender-cvs

Reply via email to